This thread is for discussing any non-graphics mods that need to be made to Captain Nemo’s Red Front 1.4 scenario to create a TOT Red Front Redux.
I have been preparing a laundry list of possible changes to RF 1.4 and the reasons for both making and not making them. However, before I post the list, I need guidance from the community on a more fundamental question. How difficult should the Redux scenario be?
Even with the closing of loopholes, tightening of house rules and possibly tweaking some events, it is my feeling that RF 1.4 will remain a moderately difficult scenario that can be finished well within the time limit.
I’m basing much of this on the Red Front Democracy game (RF 1.4) at Apolyton. As far as I can tell, the game was played very much as Captain Nemo intended it to be played, without using any loopholes and with more restrictive house rules than specified by the author.
Although the game was not completed, it did show that the scen is winnable in late ’43 or early ’44.
If a higher degree of difficulty is desired, then we should investigate the possibility of using Colwyn’s RF 1.5 modification of RF 1.4. This is a much more difficult scenario and the author is quite right in saying that it is a genuine challenge for players to complete it within the time frame.
For those not familiar with RF 1.5, in my estimation, Colwyn has done a superb job in closing loopholes, tightening house rules and introducing a host of good ideas and refinements. The most significant change is that he has replaced the freights from UK with shipments of military units. This has greatly reduced the money available for rush buying and made it mandatory that a player develop the productivity of Soviet cities, much like what actually happened. IMO, RF 1.5 is an excellent mod of RF 1.4 but seems to have drawn less attention from players than it deserves.
A few tweaks would be required to close a loophole or two.
Advice and opinions please.
I have been preparing a laundry list of possible changes to RF 1.4 and the reasons for both making and not making them. However, before I post the list, I need guidance from the community on a more fundamental question. How difficult should the Redux scenario be?
Even with the closing of loopholes, tightening of house rules and possibly tweaking some events, it is my feeling that RF 1.4 will remain a moderately difficult scenario that can be finished well within the time limit.
I’m basing much of this on the Red Front Democracy game (RF 1.4) at Apolyton. As far as I can tell, the game was played very much as Captain Nemo intended it to be played, without using any loopholes and with more restrictive house rules than specified by the author.
Although the game was not completed, it did show that the scen is winnable in late ’43 or early ’44.
If a higher degree of difficulty is desired, then we should investigate the possibility of using Colwyn’s RF 1.5 modification of RF 1.4. This is a much more difficult scenario and the author is quite right in saying that it is a genuine challenge for players to complete it within the time frame.
For those not familiar with RF 1.5, in my estimation, Colwyn has done a superb job in closing loopholes, tightening house rules and introducing a host of good ideas and refinements. The most significant change is that he has replaced the freights from UK with shipments of military units. This has greatly reduced the money available for rush buying and made it mandatory that a player develop the productivity of Soviet cities, much like what actually happened. IMO, RF 1.5 is an excellent mod of RF 1.4 but seems to have drawn less attention from players than it deserves.
A few tweaks would be required to close a loophole or two.
Advice and opinions please.
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